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import pygame, mathtry: import androidexcept ImportError: android = None # Import our objectsfrom Player import Playerfrom Enemy import Enemyfrom EndPortal import EndPortalfrom Control import Controllerfrom LoadLevel import Level, TileMapper, LoadLevelfrom Screen import GameScreenclock = pygame.time.Clock()def main(): pygame.init() print "start game!" if android: android.init() android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE) mynative = pygame.display.list_modes() s_res = (mynative[0][0],mynative[0][1]) screen = pygame.display.set_mode(s_res,pygame.FULLSCREEN) # Level Surface currentLevel = 0 gameState = "levelLoad" scroll_x = 0 scroll_y = 0 if android: s = android.assets.open("bg.png") else: s = "../assets/bg.png" stars = pygame.image.load(s).convert() if android: # Setup Onscreen Controller controllerList = pygame.sprite.Group() middle = Controller(96,mynative[0][1]-192,"none") controllerList.add(middle) upArrow = Controller(96,mynative[0][1]-288,"up") controllerList.add(upArrow) downArrow = Controller(96,mynative[0][1]-96,"down") controllerList.add(downArrow) leftArrow = Controller(0,mynative[0][1]-192,"left") controllerList.add(leftArrow) rightArrow = Controller(192,mynative[0][1]-192,"right") controllerList.add(rightArrow) upleftArrow = Controller(0,mynative[0][1]-288,"upleft") controllerList.add(upleftArrow) uprightArrow = Controller(192,mynative[0][1]-288,"upright") controllerList.add(uprightArrow) downleftArrow = Controller(0,mynative[0][1]-96,"downleft") controllerList.add(downleftArrow) downrightArrow = Controller(192,mynative[0][1]-96,"downright") controllerList.add(downrightArrow) done = True if android: pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP]) else: pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP]) tickClock = 0 while done == True: if tickClock == 30: print math.floor(clock.get_fps()) tickClock = 0 tickClock += 1 if gameState == "levelLoad": currentLevel += 1 if (currentLevel.__str__().zfill(2)+".png") in android.assets.list(): screen.fill((255,255,255)) level = None newLevel = None tMap = None player = None endPortal = None level = pygame.Surface((640,416)) level.fill((255,255,255)) newLevel = LoadLevel(currentLevel.__str__().zfill(2)+".level") tMap = TileMapper(newLevel) level.blit(stars,(0,0)) myLevel = Level(currentLevel.__str__().zfill(2)+".png") level.blit(myLevel.image,(0,0)) player = tMap.player endPortal = tMap.endPortal gameLevel = GameScreen(level) dirties = [] for e in tMap.enemyList: dirties.append(e.rect) gameLevel.drawScreen(screen,tMap,scroll_x,scroll_y) pygame.display.flip() gameState = "level" else: done = False # Track event happening for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: print "Quitting..." done = False if android: # Movement if event.type == pygame.MOUSEMOTION: mouse_pos = pygame.mouse.get_pos() if upArrow.rect.collidepoint(mouse_pos): player.change_x = 0 player.change_y = -3 elif downArrow.rect.collidepoint(mouse_pos): player.change_x = 0 player.change_y = 3 elif leftArrow.rect.collidepoint(mouse_pos): player.change_x = -3 player.change_y = 0 elif rightArrow.rect.collidepoint(mouse_pos): player.change_x = 3 player.change_y = 0 elif upleftArrow.rect.collidepoint(mouse_pos): player.change_x = -3 player.change_y = -3 elif uprightArrow.rect.collidepoint(mouse_pos): player.change_x = 3 player.change_y = -3 elif downleftArrow.rect.collidepoint(mouse_pos): player.change_x = -3 player.change_y = 3 elif downrightArrow.rect.collidepoint(mouse_pos): player.change_x = 3 player.change_y = 3 else: player.change_x = 0 player.change_y = 0 elif event.type == pygame.MOUSEBUTTONUP: player.change_x = 0 player.change_y = 0 else: if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changeSpeed(-3,0) if event.key == pygame.K_RIGHT: player.changeSpeed(3,0) if event.key == pygame.K_UP: player.changeSpeed(0,-3) if event.key == pygame.K_DOWN: player.changeSpeed(0,3) if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changeSpeed(3,0) if event.key == pygame.K_RIGHT: player.changeSpeed(-3,0) if event.key == pygame.K_UP: player.changeSpeed(0,3) if event.key == pygame.K_DOWN: player.changeSpeed(0,-3) # Perform Updates if player.change_x or player.change_y: player.update(myLevel,tMap.enemyList) dirties.append(player.rect) for enemy in tMap.enemyList: enemy.update(myLevel) if endPortal.update(player): gameState = "levelLoad" # Check if Android version is not focused, if so pause the game if android: if android.check_pause(): android.wait_for_resume() # Draw gameLevel.drawScreen(screen,tMap,scroll_x,scroll_y) if android: controllerList.draw(screen) # Game Camera # Buggy, always starts on top, but works. if (player.rect.y >= 208): if (gameLevel.scroll_y_limit >= 3) and player.change_y > 0: scroll_y += 3 elif (player.rect.y <= 208): if (scroll_y > 0) and player.change_y < 0: scroll_y -= 3 pygame.display.update(dirties) clock.tick(30)# This isn't run on Android.if __name__ == "__main__": main()
'''Created on May 20, 2013@author: XVicarious'''import pygametry: import androidexcept ImportError: android = None class Player(pygame.sprite.DirtySprite): change_x = 0 change_y = 0 origin_x = 0 origin_y = 0 def __init__(self,x,y,scale = 1): pygame.sprite.DirtySprite.__init__(self) if android: sprite = android.assets.open("player.png") else: sprite = "../assets/player.png" self.image = pygame.image.load(sprite).convert_alpha() self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale)) self.rect = self.image.get_rect() self.rect.x = x self.origin_x = x self.rect.y = y self.origin_y = y self.mask = pygame.mask.from_surface(self.image) def changeSpeed(self,x,y): self.change_x += x self.change_y += y def update(self,wall,enemies): old_x = self.rect.x old_y = self.rect.y self.rect.x += self.change_x self.rect.y += self.change_y if pygame.sprite.collide_mask(self,wall): self.rect.x = old_x self.rect.y = old_y for anEnemy in enemies: if pygame.sprite.collide_mask(self,anEnemy): self.death() def death(self): self.rect.x = self.origin_x self.rect.y = self.origin_y
'''Created on May 21, 2013@author: XVicarious'''import pygametry: import androidexcept ImportError: android = Noneclass Wall(pygame.sprite.Sprite): def __init__(self,x,y,scale,t = 0): pygame.sprite.Sprite.__init__(self) if t == 0: if android: sprite = android.assets.open("wall.png") else: sprite = "../assets/wall.png" elif t == 1: if android: sprite = android.assets.open("ubridge.png") else: sprite = "../assets/ubridge.png" elif t == 2: if android: sprite = android.assets.open("ubridge2.png") else: sprite = "../assets/ubridge2.png" self.image = pygame.image.load(sprite).convert_alpha() self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale)) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.mask = pygame.mask.from_surface(self.image)
import pygametry: import androidexcept ImportError: android = None class Enemy(pygame.sprite.DirtySprite): change_x = 0 change_y = 0 enemy_type = 0 def __init__(self,x,y,etype,scale): pygame.sprite.DirtySprite.__init__(self) if etype == 0: if android: sprite = android.assets.open("enemy_horz.png") else: sprite = "../assets/enemy_horz.png" elif etype == 1: if android: sprite = android.assets.open("fastenemy_horz.png") else: sprite = "../assets/fastenemy_horz.png" elif etype == 2: if android: sprite = android.assets.open("enemy_vert.png") else: sprite = "../assets/enemy_vert.png" elif etype == 3: if android: sprite = android.assets.open("fastenemy_vert.png") else: sprite = "../assets/fastenemy_vert.png" self.image = pygame.image.load(sprite).convert_alpha() self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale)) self.rect = self.image.get_rect() self.rect.x = x + 3 self.rect.y = y + 3 self.mask = pygame.mask.from_surface(self.image) self.enemy_type = etype if self.enemy_type == 0: self.change_x = -6 elif self.enemy_type == 1: self.change_x = -12 elif self.enemy_type == 2: self.change_y = -6 elif self.enemy_type == 3: self.change_y = -12 def update(self,wall): self.rect.x += self.change_x self.rect.y += self.change_y if pygame.sprite.collide_mask(self, wall): self.change_x *= -1 self.change_y *= -1 self.rect.x += self.change_x self.rect.y += self.change_y self.dirty = 1
'''Created on May 23, 2013@author: XVicarious'''import base64, pygamefrom Wall import Wallfrom Player import Playerfrom EndPortal import EndPortalfrom Enemy import Enemytry: import androidexcept ImportError: android = None class LoadLevel(object): levelList = [] def __init__(self, levelNumber): print levelNumber if android: level64 = android.assets.open(levelNumber) else: level = "../assets/" + levelNumber level64 = open(level,'r') levelString = base64.standard_b64decode(level64.read()) for line in levelString: for char in line: if char == '\r' or char == '\n': foo = "bar" else: self.levelList.append(char) class TileMapper(object): enemyList = pygame.sprite.Group() extraList = pygame.sprite.Group() player = None endPortal = None def __init__(self,levelList,scale = 1): for i in range(0,13): for j in range(0,20): # 2 -- player # 3 -- Vertical Enemy # 4 -- Horizontal Enemy # 5 -- Fast Vertical Enemy # 6 -- Fast Horizontal Enemy if levelList.levelList[(i*20)+j] == '2': self.player = Player(j*32,i*32,scale) self.extraList.add(self.player) print "Player", j*32, i*32 elif levelList.levelList[(i*20)+j] == '3': self.enemyList.add(Enemy(j*32,i*32,2,scale)) elif levelList.levelList[(i*20)+j] == '4': self.enemyList.add(Enemy(j*32,i*32,0,scale)) elif levelList.levelList[(i*20)+j] == '5': self.enemyList.add(Enemy(j*32,i*32,3,scale)) elif levelList.levelList[(i*20)+j] == '6': self.enemyList.add(Enemy(j*32,i*32,1,scale)) elif levelList.levelList[(i*20)+j] == '9': self.endPortal = EndPortal(j*32,i*32) self.extraList.add(self.endPortal)class Level(pygame.sprite.Sprite): def __init__(self,image,levelData = None): pygame.sprite.Sprite.__init__(self) if android: sprite = android.assets.open(image) else: sprite = "../assets/" + image self.image = pygame.image.load(sprite).convert_alpha() self.rect = self.image.get_rect() self.mask = pygame.mask.from_surface(self.image)
'''Created on Jun 3, 2013@author: xvicarious'''import pygameclass GameScreen(object): mynative = None drawnScreen = None levelSurf = None newHeight = None scroll_y_limit = None def __init__(self, levelSurface): self.mynative = pygame.display.list_modes() self.newHeight = (416*self.mynative[0][0])/640 self.levelSurf = levelSurface self.drawnScreen = levelSurface.copy() def drawScreen(self,screen,map,scroll_x,scroll_y): self.drawnScreen.blit(self.levelSurf,(0,0)) map.enemyList.draw(self.drawnScreen) map.extraList.draw(self.drawnScreen) levelScaled = pygame.transform.scale(self.drawnScreen,(self.mynative[0][0],(416*self.mynative[0][0])/640)) self.scroll_y_limit = self.newHeight - (self.mynative[0][1] + scroll_y) subSurfLevel = levelScaled.subsurface((scroll_x, scroll_y, self.mynative[0][0], self.mynative[0][1])) screen.blit(subSurfLevel,(0,0))